mirror of
https://github.com/vcmi/vcmi.git
synced 2025-07-17 01:32:21 +02:00
c++03 -> c++11 switch:
- use std versions of function, bind and ref - OVERRIDE -> override - NULL -> nullptr - use std versions of random distributions NOTE: this may be last revision that supports gcc-4.5
This commit is contained in:
@ -63,12 +63,12 @@ CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance *Town,
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if (!str->borderName.empty())
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border = BitmapHandler::loadBitmap(str->borderName, true);
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else
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border = NULL;
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border = nullptr;
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if (!str->areaName.empty())
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area = BitmapHandler::loadBitmap(str->areaName);
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else
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area = NULL;
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area = nullptr;
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}
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CBuildingRect::~CBuildingRect()
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@ -97,7 +97,7 @@ void CBuildingRect::hover(bool on)
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if(parent->selectedBuilding == this)
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{
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parent->selectedBuilding = NULL;
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parent->selectedBuilding = nullptr;
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GH.statusbar->clear();
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}
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}
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@ -237,7 +237,7 @@ void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
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{
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if(parent->selectedBuilding == this)
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{
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parent->selectedBuilding = NULL;
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parent->selectedBuilding = nullptr;
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GH.statusbar->clear();
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}
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}
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@ -436,7 +436,7 @@ void CHeroGSlot::set(const CGHeroInstance *newHero)
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else if(!upg && owner->showEmpty) //up garrison
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image = new CAnimImage("CREST58", LOCPLINT->castleInt->town->getOwner().getNum(), 0, 0, 0);
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else
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image = NULL;
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image = nullptr;
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}
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template <class ptr>
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@ -456,7 +456,7 @@ SORTHELP<CStructure> structSorter;
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CCastleBuildings::CCastleBuildings(const CGTownInstance* Town):
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town(Town),
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selectedBuilding(NULL)
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selectedBuilding(nullptr)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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@ -575,7 +575,7 @@ const CGHeroInstance* CCastleBuildings::getHero()
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return town->visitingHero;
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if (town->garrisonHero)
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return town->garrisonHero;
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return NULL;
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return nullptr;
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}
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void CCastleBuildings::buildingClicked(BuildingID building)
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@ -753,7 +753,7 @@ void CCastleBuildings::enterCastleGate()
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for(size_t i=0;i<Towns.size();i++)
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{
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const CGTownInstance *t = Towns[i];
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if (t->id != this->town->id && t->visitingHero == NULL && //another town, empty and this is
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if (t->id != this->town->id && t->visitingHero == nullptr && //another town, empty and this is
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t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
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{
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availableTowns.push_back(t->id.getNum());//add to the list
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@ -761,7 +761,7 @@ void CCastleBuildings::enterCastleGate()
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}
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CPicture *titlePic = new CPicture (LOCPLINT->castleInt->bicons->ourImages[BuildingID::CASTLE_GATE].bitmap, 0,0, false);//will be deleted by selection window
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GH.pushInt (new CObjectListWindow(availableTowns, titlePic, CGI->generaltexth->jktexts[40],
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CGI->generaltexth->jktexts[41], boost::bind (&CCastleInterface::castleTeleport, LOCPLINT->castleInt, _1)));
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CGI->generaltexth->jktexts[41], std::bind (&CCastleInterface::castleTeleport, LOCPLINT->castleInt, _1)));
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}
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void CCastleBuildings::enterDwelling(int level)
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@ -833,7 +833,7 @@ void CCastleBuildings::enterTownHall()
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else
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{
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LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[673]);
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(dynamic_cast<CInfoWindow*>(GH.topInt()))->buttons[0]->callback += boost::bind(&CCastleBuildings::openTownHall, this);
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(dynamic_cast<CInfoWindow*>(GH.topInt()))->buttons[0]->callback += std::bind(&CCastleBuildings::openTownHall, this);
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}
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}
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else
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@ -854,8 +854,8 @@ void CCastleBuildings::openTownHall()
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CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInstance * from):
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CWindowObject(PLAYER_COLORED | BORDERED),
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hall(NULL),
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fort(NULL),
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hall(nullptr),
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fort(nullptr),
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town(Town)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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@ -876,12 +876,12 @@ CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInst
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income = new CLabel(195, 443, FONT_SMALL, CENTER);
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icon = new CAnimImage("ITPT", 0, 0, 15, 387);
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exit = new CAdventureMapButton(CGI->generaltexth->tcommands[8], "", boost::bind(&CCastleInterface::close,this), 744, 544, "TSBTNS", SDLK_RETURN);
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exit = new CAdventureMapButton(CGI->generaltexth->tcommands[8], "", std::bind(&CCastleInterface::close,this), 744, 544, "TSBTNS", SDLK_RETURN);
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exit->assignedKeys.insert(SDLK_ESCAPE);
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exit->setOffset(4);
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split = new CAdventureMapButton(CGI->generaltexth->tcommands[3], "", boost::bind(&CGarrisonInt::splitClick,garr), 744, 382, "TSBTNS.DEF");
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split->callback += boost::bind(&HeroSlots::splitClicked, heroes);
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split = new CAdventureMapButton(CGI->generaltexth->tcommands[3], "", std::bind(&CGarrisonInt::splitClick,garr), 744, 382, "TSBTNS.DEF");
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split->callback += std::bind(&HeroSlots::splitClicked, heroes);
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garr->addSplitBtn(split);
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Rect barRect(9, 182, 732, 18);
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@ -893,7 +893,7 @@ CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInst
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townlist->select(from);
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townlist->select(town); //this will scroll list to select current town
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townlist->onSelect = boost::bind(&CCastleInterface::townChange, this);
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townlist->onSelect = std::bind(&CCastleInterface::townChange, this);
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recreateIcons();
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CCS->musich->playMusic(town->town->clientInfo.musicTheme, true);
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@ -903,7 +903,7 @@ CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInst
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CCastleInterface::~CCastleInterface()
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{
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LOCPLINT->castleInt = NULL;
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LOCPLINT->castleInt = nullptr;
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delete bicons;
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}
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@ -987,8 +987,8 @@ CCreaInfo::CCreaInfo(Point position, const CGTownInstance *Town, int Level, bool
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if ( town->creatures.size() <= level || town->creatures[level].second.empty())
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{
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level = -1;
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label = NULL;
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picture = NULL;
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label = nullptr;
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picture = nullptr;
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return;//No creature
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}
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addUsedEvents(LCLICK | RCLICK | HOVER);
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@ -1092,7 +1092,7 @@ void CCreaInfo::clickRight(tribool down, bool previousState)
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CTownInfo::CTownInfo(int posX, int posY, const CGTownInstance* Town, bool townHall):
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town(Town),
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building(NULL)
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building(nullptr)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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addUsedEvents(RCLICK | HOVER);
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@ -1298,7 +1298,7 @@ CHallInterface::CHallInterface(const CGTownInstance *Town):
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title = new CLabel(399, 12, FONT_MEDIUM, CENTER, Colors::WHITE, town->town->buildings[BuildingID(town->hallLevel()+BuildingID::VILLAGE_HALL)]->Name());
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exit = new CAdventureMapButton(CGI->generaltexth->hcommands[8], "",
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boost::bind(&CHallInterface::close,this), 748, 556, "TPMAGE1.DEF", SDLK_RETURN);
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std::bind(&CHallInterface::close,this), 748, 556, "TPMAGE1.DEF", SDLK_RETURN);
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exit->assignedKeys.insert(SDLK_ESCAPE);
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auto & boxList = town->town->clientInfo.hallSlots;
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@ -1307,7 +1307,7 @@ CHallInterface::CHallInterface(const CGTownInstance *Town):
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{
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for(size_t col=0; col<boxList[row].size(); col++) //for each box
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{
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const CBuilding *building = NULL;
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const CBuilding *building = nullptr;
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for(size_t item=0; item<boxList[row][col].size(); item++)//we are looking for the first not build structure
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{
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auto buildingID = boxList[row][col][item];
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@ -1391,12 +1391,12 @@ CBuildWindow::CBuildWindow(const CGTownInstance *Town, const CBuilding * Buildin
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if(!rightClick)
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{ //normal window
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buy = new CAdventureMapButton(boost::str(boost::format(CGI->generaltexth->allTexts[595]) % building->Name()),
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"", boost::bind(&CBuildWindow::buyFunc,this), 45, 446,"IBUY30", SDLK_RETURN);
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"", std::bind(&CBuildWindow::buyFunc,this), 45, 446,"IBUY30", SDLK_RETURN);
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buy->borderColor = Colors::METALLIC_GOLD;
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buy->borderEnabled = true;
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cancel = new CAdventureMapButton(boost::str(boost::format(CGI->generaltexth->allTexts[596]) % building->Name()),
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"", boost::bind(&CBuildWindow::close,this), 290, 445, "ICANCEL", SDLK_ESCAPE);
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"", std::bind(&CBuildWindow::close,this), 290, 445, "ICANCEL", SDLK_ESCAPE);
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cancel->borderColor = Colors::METALLIC_GOLD;
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cancel->borderEnabled = true;
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buy->block(state!=7 || LOCPLINT->playerID != town->tempOwner);
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@ -1428,7 +1428,7 @@ CFortScreen::CFortScreen(const CGTownInstance * town):
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title = new CLabel(400, 12, FONT_BIG, CENTER, Colors::WHITE, fortBuilding->Name());
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std::string text = boost::str(boost::format(CGI->generaltexth->fcommands[6]) % fortBuilding->Name());
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exit = new CAdventureMapButton(text, "", boost::bind(&CFortScreen::close,this) ,748, 556, "TPMAGE1", SDLK_RETURN);
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exit = new CAdventureMapButton(text, "", std::bind(&CFortScreen::close,this) ,748, 556, "TPMAGE1", SDLK_RETURN);
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exit->assignedKeys.insert(SDLK_ESCAPE);
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std::vector<Point> positions;
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@ -1518,7 +1518,7 @@ void LabeledValue::hover(bool on)
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CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance *Town, BuildingID buildingID, int Level):
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town(Town),
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level(Level),
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availableCount(NULL)
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availableCount(nullptr)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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pos.x +=posX;
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@ -1532,7 +1532,7 @@ CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance *
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icons = new CPicture("TPCAINFO", 261, 3);
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buildingPic = new CAnimImage(town->town->clientInfo.buildingsIcons, buildingID, 0, 4, 21);
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const CCreature* creature = NULL;
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const CCreature* creature = nullptr;
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if (!town->creatures[level].second.empty())
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creature = CGI->creh->creatures[town->creatures[level].second.back()];
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@ -1608,7 +1608,7 @@ CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner):
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Rect barRect(7, 556, 737, 18);
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statusBar = new CGStatusBar(new CPicture(*background, barRect, 7, 556, false));
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exit = new CAdventureMapButton(CGI->generaltexth->allTexts[593],"",boost::bind(&CMageGuildScreen::close,this), 748, 556,"TPMAGE1.DEF",SDLK_RETURN);
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exit = new CAdventureMapButton(CGI->generaltexth->allTexts[593],"",std::bind(&CMageGuildScreen::close,this), 748, 556,"TPMAGE1.DEF",SDLK_RETURN);
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exit->assignedKeys.insert(SDLK_ESCAPE);
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std::vector<std::vector<Point> > positions;
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@ -1685,10 +1685,10 @@ CBlacksmithDialog::CBlacksmithDialog(bool possible, CreatureID creMachineID, Art
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boost::lexical_cast<std::string>(CGI->arth->artifacts[aid]->price));
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std::string text = boost::str(boost::format(CGI->generaltexth->allTexts[595]) % creature->nameSing);
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buy = new CAdventureMapButton(text,"",boost::bind(&CBlacksmithDialog::close, this), 42, 312,"IBUY30.DEF",SDLK_RETURN);
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buy = new CAdventureMapButton(text,"",std::bind(&CBlacksmithDialog::close, this), 42, 312,"IBUY30.DEF",SDLK_RETURN);
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text = boost::str(boost::format(CGI->generaltexth->allTexts[596]) % creature->nameSing);
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cancel = new CAdventureMapButton(text,"",boost::bind(&CBlacksmithDialog::close, this), 224, 312,"ICANCEL.DEF",SDLK_ESCAPE);
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cancel = new CAdventureMapButton(text,"",std::bind(&CBlacksmithDialog::close, this), 224, 312,"ICANCEL.DEF",SDLK_ESCAPE);
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if(possible)
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buy->callback += [=]{ LOCPLINT->cb->buyArtifact(LOCPLINT->cb->getHero(hid),aid); };
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